Conina said:
Adapting the rendered FOV shouldn't be necessary just for sitting closer to a TV with 16:9 aspect ratio. The FOV-angle of the display is still much smaller than the simulated/rendered angle of the game. An especially people who play a lot of VR games with ~100° FOV should easily adept to 40°-50° instead of 20°-30° |
In my experience, it is not.
3.3ft / 1 meter away from my 65" TV, which gives a 71 degree fov, which should match what console games typically render at, is very uncomfortable to me.
I'm not talking about 20-30-40, that's fine. Above 40 it gets uncomfortable. 6.5 ft / 2 meters (40 fov) is about as close as comfortable.
Normally I sit about 9ft away, 30 degree fov.
For comparison on a 4K screen (20/20 vision is 60 pixels per degree, humans can see benefits up to 90 pixels per degree)
70 fov gives you 55 ppd, 46 ppd (1800p), 40 ppd (1600p), 37 ppd (1440p), 27 ppd (1080p)
60 fov gives you 64 ppd, 53 ppd (1800p), 47 ppd (1600p), 43 ppd (1440p), 32 ppd (1080p)
50 fov gives you 77 ppd, 64 ppd (1800p), 57 ppd (1600p), 51 ppd (1440p), 38 ppd (1080p)
40 fov gives you 96 ppd, 80 ppd (1800p), 71 ppd (1600p), 64 ppd (1440p), 48 ppd (1080p)
30 fov gives you 128 ppd, 107 ppd (1800p), 94 ppd (1600p), 85 ppd (1440p), 64 ppd (1080p)
Yeah from 9ft away 1440p looks the same as 4K (of course also depends on the anti aliasing and upscaling solution used)
Native 4K is overkill, but still helps with anti aliasing problems.
Anyway it's not comparable to VR since you're not looking at a square screen, it's all around you in the proper dimensions. Using the virtual screen in VR is just as uncomfortable to me as sitting closer than 2 meters to the TV.
But you're probably correct that adjusting the fov won't help. It is more comfortable though to play at a bit higher rendered fov. 70-80 is fine, but some games tend to zoom in a lot :/